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Now if only the gamepad controls worked in the WebGL version or there was a Linux build...

This one looks extremly polished, but by the big book boos getting to grips with the keyboard controls was futile...

Protip: Configure the keys before you start, there seem to be some overlaps and too many functions on one hand while the other has none...

Hi! Thank you so much for trying our game. Mind if I ask what gamepad you were trying to use? So far people seem to have been able to use the gamepad on web mostly fine, and I'd love to look into it for future game jams.

As for the keyboard controls, sadly it's hard to get controls working that literally everyone will be able to work with, starting with whether players want to use arrow keys or wasd. Therefore we did built our key remapping system that allows you to rebind every single key, including the pause menu. I hope that helps!

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It's a semi-generic PC controller. The label on its back reads "Thunderstrike SL-6515-BK-V2". and an EAN code number: 4027301165159.

https://www.speedlink.com/en/THUNDERSTRIKE-Gamepad-for-PC-black/SL-6515-BK 

When running the download version in Wine the controller worked fine (not sure if *all* buttons worked correctly, I couldn't really work out how that "swap ability" feature is supposed to work).

Thanks for the reply! I'll look into the controller, see if there is a workaround in the unity input system for that specific controller, there must be!


The abilities are a bit mega man-esque. You unlock a new ability after each boss you beat, and each one is used by the same button. Then there's an additional button to "scroll" through the abilities. It's a bit oldschool, but we thought it worked well with the bosses I designed and on top of that, it's scalable fairly well without ending up with many, many, buttons :D

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Well, the controller works in other games, but not always, but I can't say what makes the difference... It must be something on how the games are setup, or maybe a version issue...